Prototype/Turret: Difference between revisions

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{{Prototype parent|Prototype/EntityWithHealth}}
{{Prototype parent|Prototype/EntityWithHealth}}
A turret that needs no extra ammunition. See the extensions for turrets that need some kind of ammunition.


== Basics ==
{{Prototype TOC|turret}}
Prototype type: '''turret'''
 
Extends [[Prototype/EntityWithHealth]].


== Extensions ==
== Extensions ==
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This prototype inherits all the properties from [[Prototype/EntityWithHealth]].
This prototype inherits all the properties from [[Prototype/EntityWithHealth]].


=== attack_parameters ===
{{Prototype property|attack_parameters|[[Types/AttackParameters|AttackParameters]]}}
'''Type''': [[Types/AttackParameters]]
 
Requires ammo_type in attack_parameters.  
Requires ammo_type in attack_parameters.  


=== call_for_help_radius ===
{{Prototype property|call_for_help_radius|[[Types/double|double]]}}
'''Type''': [[Types/double]]


== Optional properties ==
== Optional properties ==


=== corpse ===
{{Prototype property|corpse|[[Types/string|string]]|optional=true}}
'''Type''': [[Types/string]]
The name of an entity. Note that this overrides how EntityWithHealth loads the corpse, forcing it to be a string instead of an array of strings.
 
The name of an entity.
 
=== shoot_in_prepare_state ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
=== turret_base_has_direction ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
=== random_animation_offset ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
=== secondary_animation ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
=== attack_from_start_frame ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
=== allow_turning_when_starting_attack ===
'''Type''': [[Types/bool]]
 
'''Default''': false


=== base_picture_secondary_draw_order ===
{{Prototype property|shoot_in_prepare_state|[[Types/bool|bool]]|false|optional=true}}
'''Type''': [[Types/uint8]]


'''Default''': 0
{{Prototype property|turret_base_has_direction|[[Types/bool|bool]]|false|optional=true}}


=== gun_animation_secondary_draw_order ===
{{Prototype property|random_animation_offset|[[Types/bool|bool]]|false|optional=true}}
'''Type''': [[Types/uint8]]


'''Default''': 0
{{Prototype property|secondary_animation|[[Types/bool|bool]]|false|optional=true}}


=== base_picture_render_layer ===
{{Prototype property|attack_from_start_frame|[[Types/bool|bool]]|false|optional=true}}
'''Type''': [[Types/RenderLayer]]


'''Default''': "lower-object"
{{Prototype property|allow_turning_when_starting_attack|[[Types/bool|bool]]|false|optional=true}}


=== gun_animation_render_layer ===
{{Prototype property|base_picture_secondary_draw_order|[[Types/uint8|uint8]]|0|optional=true}}
'''Type''': [[Types/RenderLayer]]


'''Default''': "object"
{{Prototype property|gun_animation_secondary_draw_order|[[Types/uint8|uint8]]|0|optional=true}}


=== base_picture ===
{{Prototype property|base_picture_render_layer|[[Types/RenderLayer|RenderLayer]]|"lower-object"|optional=true}}
'''Type''': [[Types/Animation4Way]]


=== folded_animation ===
{{Prototype property|gun_animation_render_layer|[[Types/RenderLayer|RenderLayer]]|"object"|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== preparing_animation ===
{{Prototype property|base_picture|[[Types/Animation4Way|Animation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== prepared_animation ===
{{Prototype property|folded_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== prepared_alternative_animation ===
{{Prototype property|preparing_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== starting_attack_animation ===
{{Prototype property|prepared_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== attacking_animation ===
{{Prototype property|prepared_alternative_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== energy_glow_animation ===
{{Prototype property|starting_attack_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== ending_attack_animation ===
{{Prototype property|attacking_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== folding_animation ===
{{Prototype property|energy_glow_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/RotatedAnimation4Way]]


=== integration ===
{{Prototype property|ending_attack_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/Sprite]]


=== glow_light_intensity ===
{{Prototype property|folding_animation|[[Types/RotatedAnimation4Way|RotatedAnimation4Way]]|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 0
{{Prototype property|integration|[[Types/Sprite|Sprite]]|optional=true}}


{{Prototype property|glow_light_intensity|[[Types/float|float]]|0|optional=true}}
The intensity of light in the form of <code>energy_glow_animation</code> drawn on top of <code>energy_glow_animation</code>.
The intensity of light in the form of <code>energy_glow_animation</code> drawn on top of <code>energy_glow_animation</code>.


=== starting_attack_sound ===
{{Prototype property|starting_attack_sound|[[Types/Sound|Sound]]|optional=true}}
'''Type''': [[Types/Sound]]
 
=== dying_sound ===
'''Type''': [[Types/Sound]]
 
=== preparing_sound ===
'''Type''': [[Types/Sound]]
 
=== folding_sound ===
'''Type''': [[Types/Sound]]
 
=== prepared_sound ===
'''Type''': [[Types/Sound]]
 
=== prepared_alternative_sound ===
'''Type''': [[Types/Sound]]
 
=== rotation_speed ===
'''Type''': [[Types/float]]
 
'''Default''': 1
 
=== preparing_speed ===
'''Type''': [[Types/float]]
 
'''Default''': 1
 
=== folded_speed ===
'''Type''': [[Types/float]]
 
'''Default''': 1
 
=== folded_speed_secondary ===
'''Type''': [[Types/float]]
 
'''Default''': 1
 
=== prepared_speed ===
'''Type''': [[Types/float]]
 
'''Default''': 1


=== prepared_speed_secondary ===
{{Prototype property|dying_sound|[[Types/Sound|Sound]]|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 1
{{Prototype property|preparing_sound|[[Types/Sound|Sound]]|optional=true}}


=== prepared_alternative_speed ===
{{Prototype property|folding_sound|[[Types/Sound|Sound]]|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 1
{{Prototype property|prepared_sound|[[Types/Sound|Sound]]|optional=true}}


=== prepared_alternative_speed_secondary ===
{{Prototype property|prepared_alternative_sound|[[Types/Sound|Sound]]|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 1
{{Prototype property|rotation_speed|[[Types/float|float]]|1|optional=true}}


=== prepared_alternative_chance ===
{{Prototype property|preparing_speed|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 0
{{Prototype property|folded_speed|[[Types/float|float]]|1|optional=true}}


=== starting_attack_speed ===
{{Prototype property|folded_speed_secondary|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 1
{{Prototype property|prepared_speed|[[Types/float|float]]|1|optional=true}}


=== attacking_speed ===
{{Prototype property|prepared_speed_secondary|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 1
{{Prototype property|prepared_alternative_speed|[[Types/float|float]]|1|optional=true}}


=== ending_attack_speed ===
{{Prototype property|prepared_alternative_speed_secondary|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 1
{{Prototype property|prepared_alternative_chance|[[Types/float|float]]|0|optional=true}}


=== folding_speed ===
{{Prototype property|starting_attack_speed|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 1
{{Prototype property|attacking_speed|[[Types/float|float]]|1|optional=true}}


=== prepare_range ===
{{Prototype property|ending_attack_speed|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/double]]


'''Default''': The range defined in the <code>attack_parameters</code>
{{Prototype property|folding_speed|[[Types/float|float]]|1|optional=true}}


=== alert_when_attacking ===
{{Prototype property|prepare_range|[[Types/double|double]]|The range defined in the <code>attack_parameters</code>|optional=true}}
'''Type''': [[Types/bool]]


'''Default''': true
{{Prototype property|alert_when_attacking|[[Types/bool|bool]]|true|optional=true}}

Revision as of 20:50, 5 August 2019

Template:Prototype parent A turret that needs no extra ammunition. See the extensions for turrets that need some kind of ammunition.

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Extensions

Mandatory properties

This prototype inherits all the properties from Prototype/EntityWithHealth.

Template:Prototype property Requires ammo_type in attack_parameters.

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Optional properties

Template:Prototype property The name of an entity. Note that this overrides how EntityWithHealth loads the corpse, forcing it to be a string instead of an array of strings.

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Template:Prototype property The intensity of light in the form of energy_glow_animation drawn on top of energy_glow_animation.

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